Pawsecuted cover
Pawsecuted screenshot
Genre: Strategy, Indie

Pawsecuted

Update Notes For v1.007


  • Improved button clicking and hovering animation
  • Increased default idle time before most tooltips show up by ~30%
  • Removed Clean Food tag from Mixed Salad, can no longer be used to make more Mixed Salad or Rations
  • Add Bag tag to bags
  • Can now repair Carry Bags and Carry Sacks
  • Can purchase Bags at Clothier
  • Fixed Materials Merchant tooltip

Update Notes For v1.000


  • Tweaked some images

v0.759 - Armour Changes and Final Quest

First bit of news, I've settled on 22nd March 2023 for transitioning from Early Access to full launch on Steam.

This update includes some small changes to armour and protection. Heavier armour will slow you down but also provide increased protection. There's also a new Spiky Armour which finally gives Thorny Claws and Sharp Beaks a purpose besides being makeshift weapons.



Finally, the last endgame quest has been added to the game. Here's a little hint on what you'll be dealing with:



Full change list:


  • Added final endgame quest
  • Updated Fuel Barrel and Oil Well images
  • Increased all torso clothing and armour base conditions
  • Iron armour slows wearer down slightly when equipped
  • Slice tag required to recycle lizardskin clothing
  • Increased value of Thorny Claws and Sharp Beak
  • Added Spiky tag to Thorny Claws and Sharp Beak
  • Lowered weight of claws, teeth and beaks
  • Added Spiky Armour and crafting recipe
  • Reduced Fuel value from 0.1 to 0.05
  • Added Abandoned Oil Fields and Wells
  • Added Steam achievement for third endgame quest
  • Fixed an endgame quest steam achievement triggering too early
  • Fixed ammo count off by 1
  • Fixed some weapon angles
  • Fixed Iron Helmet missing protection value

Update Notes For v0.742


  • Another fix to ignore saved games that are blank

Update Notes For v0.741


  • Removed accidentally uploaded test saves

v0.740 - Settlements and Notes

This update is about tidying up the settlement system and bringing it together with endgame crafting.

Your towns and villages now have "slots" which allow for a limited number of agricultural, industrial and commercial sites.

First, you need a site with the water source tag (Well or Pond). This will allow you to build a village on the hex. A village then adds town slots, allowing you to build agricultural, industrial and commercial sites. Upgrading the village to a town opens up more slots.



The town slots system has the added benefit of fixing some previous exploits like infinite tax collectors, or placing your settlement on top of an existing one for free traders.

The idea behind town industrials is that they will process the more energy and time-intensive tasks for you. As such, there's been a big overhaul to crafting recipes so intermediate materials (like sheet metal or wood boards) require more effort and energy, but end products (like metal pans and shovels) are relatively easy to create.



Commercial sites are the same as traders that you'd find in an existing town, but set up in yours for convenient trading.

Late game crafts are also reordered to make more sense, e.g you'll unlock pickaxe crafting at same time as unlocking ore miners. You can still scavenge or trade for pickaxes as before.

Finally, you can now add notes and icons to the world map to remind yourself what's needed or stored in different hexes.



What's next?



I'm reaching the end of development now and looking to focus more on promotion for the full release. I'll be adding one final endgame quest to take advantage of the new settlement system, but updates probably won't be as game-changing as over the last few months.

Full Change List




  • Overhaul of all mid and late-game crafting levels
  • Added guano harvesters as craftable on bat caves
  • Added carpenter, oil refiner as craftable in settlements
  • Added town abilities limiting number of player's sites per hex
  • Added tooltips for town slot limits to player's village and town sites, crafting tips, etc
  • Added 7 craftable settlement traders
  • Added mechanic shop with chance to spawn in settlements
  • Added blacksmith site and crafting
  • Added vehicle tag to broken version of vehicles
  • Added separate sound for crafting industry and commercial sites
  • Traders can accept specific items to trade instead of only entire tags
  • Removed owned land requirement from building crafts (made redundant by new town slots system)
  • Removed extra energy decrease from traveling
  • Wells and lakes allow max 1 village or town on hex
  • Changed the way tooltips work internally
  • Implement needs changes functionality when crafting items
  • Reduced scrap requirement of metal sheet from 20 to 10
  • Changed fuel/ration crafting delegation to workers requiring wood to requiring combustibles
  • Changed Steam achievements to register previous levels at each level up in case some were skipped
  • Changed minimum scavenged item condition from 20% to 5%
  • Materials, weapons and explosives crates get destroyed after first search now
  • LOS tweaked, can now see mountains and high terrain from further away and won't get shot at from unseen enemies in battle
  • Wait action time changed from 5m to 7m but also recovers more stamina per minute
  • Increased hood condition repair for each repair action
  • Changed farmer tag requirement to settler tag for delegating farms
  • Removed farmer tag from some settlers
  • Changed bush relish to require 2 onion and 1 fruit
  • Allow scrapping empty blowtorches into scrap metal with forge heat
  • Fuel barrels always give fuel
  • Fixed some trees giving 30% dodge instead of 10%
  • Fixed bread loaf missing Slice tag requirement when making sliced bread
  • Fixed enemy combatants spawning with ranged weapons but no ammo for those weapons
  • Fixed ranged accuracy penalty from darkness not applying to player
  • Fixed encounters sometimes not visible immediately when transitioning from dawn to daytime
  • Fixed using Rags instead of Reptile Hide to repair Lizardskin Hood
  • Fixed cats and foxes requiring more rations to preach to than others

v740 - Settlements and Notes

This update is about tidying up the settlement system and bringing it together with endgame crafting.

Your towns and villages now have "slots" which allow for a limited number of agricultural, industrial and commercial sites.

First, you need a site with the water source tag (Well or Pond). This will allow you to build a village on the hex. A village then adds town slots, allowing you to build agricultural, industrial and commercial sites. Upgrading the village to a town opens up more slots.



The town slots system has the added benefit of fixing some previous exploits like infinite tax collectors, or placing your settlement on top of an existing one for free traders.

The idea behind town industrials is that they will process the more energy and time-intensive tasks for you. As such, there's been a big overhaul to crafting recipes so intermediate materials (like sheet metal or wood boards) require more effort and energy, but end products (like metal pans and shovels) are relatively easy to create.



Commercial sites are the same as traders that you'd find in an existing town, but set up in yours for convenient trading.

Late game crafts are also reordered to make more sense, e.g you'll unlock pickaxe crafting at same time as unlocking ore miners. You can still scavenge or trade for pickaxes as before.

Finally, you can now add notes and icons to the world map to remind yourself what's needed or stored in different hexes.



What's next?



I'm reaching the end of development now and looking to focus more on promotion for the full release. I'll be adding one final endgame quest to take advantage of the new settlement system, but updates probably won't be as game-changing as over the last few months.

v0.702 - Battle Map Features and Combat Rebalance

This update focuses on improving combat visually and gameplay-wise, which was the most requested improvement from the in-game survey. Yes, I do read those!

The terrain generation has been tweaked so there should be more variation. You should see more hills and mountains grouped together between valleys and so forth. There are also more décor pieces like skulls, dead trees and more tree and building variety in general.





​The different species of Evolved now have their own strengths and weaknesses. Before there was a linear increase in strength between all species, but now there's a stronger divide between "weak", "medium" and "strong" enemies and friends. This should add some tactical considerations to battles.



For example, the Wombat is slow-moving with very high health so you might want to avoid them and attack the Fox first, who has a high base accuracy and is more likely to hit you successfully. Of course, if the Wombat has a shotgun and the Fox only has its bare claws, that changes the calculation. Some species are even nocturnal, meaning they suffer less movement and accuracy penalties when fighting at night.



There's a hidden mechanic where the enemy's hideout strength is affected by factors such as distance from the starting position and terrain features. I never really explained this in the game, but now you can see in the tooltip what's affecting a hideout's strength.



I've also tweaked the algorithm that calculates this so super strong hideouts should be less common near the starting position. However since the map is procedurally generated, there can still be some strong enemies if everything lines up correctly, e.g. a bunch of tightly grouped villages will cause scavengers nearby to be more powerful than normal.

As a final note, you should see a lot more variety in species spawned during encounters, with feral species now added to spawn lists for bandits and scavengers.



What's next?



I want to clean up the late-game settlement building which has been added piecemeal up to this point. There's missing links in the chain, like having a sawmill to automatically process wood into wood boards instead of the player needing to create it all themselves. This should tie in nicely with the ration-making system in the previous update.

I'll also be spending a few weeks making a new trailer since the current one is about 8 months old now, and there's been a lot of improvements in that time.

Full change list



  • Overhauled all combatants speed, accuracy, dodge and health stats
  • Overhauled spawn costs and spawn pools of all types of encounters on world map
  • Implement battlefield terrain can grant weapon abilities
  • Implement spawn groups for battlefield terrain
  • Changed battlefield terrain spawn rates for all map types
  • Added lots of battlefield debris and decor types
  • Adjusted lots of terrain images to be more consistent
  • Redid all urban house images for battle maps
  • Weapon ammo can now be taken from equipped items (in addition to taking from inventory)
  • Rocks no longer provide change to dodge
  • Rocks provide higher accuracy to ranged attacks
  • Combined corpses spawned by defeated combatants into one type
  • Changed animal corpse site images
  • Removed Green Snake, now all snakes are Tiger Snakes
  • Disable zoomie mode if player goes to sleep
  • Emu's Sharp Claws replaced with Sharp Beak
  • Thorny Devil's Sharp Claws replaced with Thorny Claws
  • Added nocturnal ability for some combatants in battle, reducing impact of darkness on their speed and ranged accuracy (Possums, Bilbies, Echidna and Wombat)
  • Added new battle tips for new combat mechanics
  • Add tooltip for terrain effects on hideout sites
  • Add tooltip for recent condition changes on hideout sites
  • Rebalanced Inn spawns when hanging out
  • Rebalanced gold cost of all mercs
  • Reduced thrown molotov on fire time and increased drenching with water effect
  • Combatants take into account adjacency penalty when deciding whether to use ranged weapons
  • Removed longer ranged bias when choosing weapon to use for combatants
  • Equipment on enemies starts with higher condition if it has protection stats
  • Sand Deserts make lizard hideouts stronger now
  • Removed redundant status sprites next to combatants in combat
  • Display threat level of encounters on world map tooltip
  • Changed most bleeding times from weapons to 2 hours
  • Removed chance to bleed from crowbar, slightly increased chance to stun
  • Changed Campsite image to be distinct from Campfire
  • Battlefield tombstones now disappear when out of view
  • Added more debris vfx for attacks during battles
  • Increased impact of distance from map middle on hideout strengths
  • Reduced impact of mountains on bandit hideout strength
  • Reduced variability in chance to find items in sites
  • Changed calculations to slightly reduce search chance of all sites
  • Redid attack range terrain display so it looks nicer and fades in and out
  • Fixed missing sound effect for drenching with water
  • Fixed "dropped on world map" appearing incorrectly if trying to drop quest item
  • Fixed survive X days Steam achievements not triggering after the first one (go past midnight ingame to trigger them)
  • Fixed hideouts only recovering condition when player is close enough, not accounting for multi-day changes when player is too far away
  • Fixed weapon sound effect still playing even if attack failed
  • Fixed some gangs missing terrain influence effects from settlements
  • Fixed combatant protection bar using health to display value
  • Fixed mod issue where it was always overwriting first item in file

Update Notes For v0.644

- Fixed a main quest choice requiring quest that should not be required

v0.643 - Cooking and Mass Producing Rations

Firstly, the loot tables and spawn chances for urban and wild areas have been overhauled. For the player, this means you might notice some things spawn more or less often in certain places than before. As an example, stones now spawn in Underbrush which makes it easier to create campfires.



Appropriate items now have the Herb tag, and you can dry herbs for long term storage with a bit of string. Herbs are required for a lot of the new craftable brews.



Brews provide various benefits, and they can become quite powerful if stacked together. Of particular note are the Brawling and Bird's Eye brews which give bonuses to accuracy in combat. Brews tend to use more stomach capacity than consuming food items. This means you might have to decide whether consuming a brew or eating food/drinking is more important in certain situations, since your stomach can only hold so much at once.



Food is reworked for a more standard hunger filling from each meal. I noticed not many people pay attention to how much needs recovery each food type provides, so now all the base foods are a standard 8 hours of hunger to make things easier.

Poison can be treated with Violet Tea now, and combined with the relatively early ability to craft a Healing Brew it should make poisons more manageable.



There's also a new Rations Maker you can add to your settlements. This settler will take your dirty or clean water and food, cook it all up and package it into convenient Rations.



Unrelated to food, you can now gain XP from many more higher level actions. This means you can focus more on building, farming, mining or the various aspects of settlement management in the late game instead of feeling like you need to go kill stuff/search sites just to increase your level.

There's also a new "Auto Equip" feature where if an item breaks, you'll automatically equip any items of the same type if available in your inventory. This is most convenient for thrown stuff during battle, no more having to dig through your inventory for another grenade every time you throw one. You can disable certain items from auto-equipping as well if desired.



What's next?



I'll be working on adding variety to combat terrain, which is the next most requested item based on feedback. Maybe it will have more large scale features, like grouped trees with open terrain in between or hills cutting across the middle of the map. This is quite a large task and I'll have to test to see what works.

Also will be playing around with changes to combatants and weapons, like maybe poison or flaming crossbows and see if it's any fun.

Full change list for v0.643:




  • Overhauled loot tables for most sites
  • Added Wild Violet and Violet Tea and status effects from consuming
  • Added Herb and Brew tag to appropriate items
  • Added Dried Herbs item and crafting from existing herbs with string
  • Added Rations Maker site
  • Added Emu Eye and harvesting from Emu corpses
  • Added Healing, Kombucha, Brawling and Bird's Eye Brew, crafting recipe and status effects from consuming
  • Added Mixed Salad and Perceptive status effect from consuming
  • Innkeeper no longer sells bread, but trades brews instead
  • Scavengers have a chance to get molotovs
  • Reduced chance of Bandits getting dynamite
  • Increased lifetime of molotov before exploding
  • Rebalance hunger recovery from all foods
  • Rebalanced number of Underbrush sites spawning in each terrain type
  • Reduce crater sites in Bushland
  • More crater sites in Ruined Village, Town and Large Town
  • Removed Medium Meal and Filling Meal tags, replaced with Dangerous Food and Clean Food
  • Move Lemon Tea and VitaMight Bread out of crafting menu into ingredient's actions list
  • Reduced health decrease from poison status effect but increased its longevity and added walking and searching speed impact
  • Changed Pond site water collection to match Well site water collection
  • Lake terrain has a chance to spawn multiple Pond sites
  • Scrapping houses can be done regardless of site condition, but makes the house completely disappear now
  • Removed Edible tags from drinks
  • Doubled Ration requirement for feeding Settlers
  • Zoomie and Nose Wiggle buttons now highlight their state
  • Many construction/farming/harvesting/crafting actions now provide xp
  • Add background for all damage labels during combat
  • Add to tooltip if doing action destroys site
  • Bandit burrows use Find Rate Wild and Scavenger dens use Find Rate Urban now when being searched
  • Changed all item equip times to 2 minutes
  • Changed Alcohol Mash image to be more consistent with other processing images
  • Changed farms from needing Water tag items to needing Water Source tag tools
  • Changed some perk images to be more identifiable
  • Changed how health recovery modifiers work to be similar to stomach recovery
  • Reduced influence of nearby Bushland on Snake den and Emu nest strengths
  • Added chance to spawn tin cans on mammal corpses
  • Fixed most missing loot from gang hideouts
  • Fixed "Nothing Found" label misaligned
  • Fixed Inventory modes checkboxes allowing two modes at same time
  • Fixed "Not Enough Ammo" not making proper sound
  • Fixed Oscar's quest location being a Town instead of a Village
  • Fixed Shrine quest not removing materials for monument
  • Fixed Wrench using wrong hit animation in combat
  • Fixed missing player icon in battle history log when player being attacked and using custom gang image